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Erschienen in: International Journal of Technology and Design Education 3/2010

01.08.2010

Enhancing human–computer interaction design education: teaching affordance design for emerging mobile devices

verfasst von: Anthony Faiola, Sorin Adam Matei

Erschienen in: International Journal of Technology and Design Education | Ausgabe 3/2010

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Abstract

The evolution of human–computer interaction design (HCID) over the last 20 years suggests that there is a growing need for educational scholars to consider new and more applicable theoretical models of interactive product design. The authors suggest that such paradigms would call for an approach that would equip HCID students with a better understanding of the social context of technology design and development. An intrinsic part of the proposed pedagogical model is the concept of affordance or that which implicitly suggests to the user a particular kind of functionality of the product. According to cognitive theory, people approach multi-functional mobile devices by building mental models of their functions, starting with physical appearance. A case study of an HCID teaching strategy, based upon the primacy of affordance, highlights how students can be taught a range of knowledge domains for product design to support creative problem-solving and critical thinking skills.

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Fußnoten
1
Although there are varying definitions of human–computer interaction (HCI), HCI and human–computer interaction design (HCID) are a combined phrase that includes the traditional field of HCI and interaction design (ID). The latter is a further development of the first that places more emphasis on human interaction and user interfaces, focusing primarily on design as a key factor that impacts user behavior, cognitive style, and the overall human–computer experience. As a branch of informatics, we define HCID to include all of the above definitions, with an added concern for the study, design, development, and implementation of humanly usable and socially acceptable information technologies.
 
2
Participatory design emerged in Scandinavia in the early 1970s, becoming an approach that involves users as equal partners in the design process, i.e., designing the product in cooperation with the design team. Several models of how to carry out this technique have been developed since its inception (Muller et al. 1991).
 
3
Pluralistic walkthroughs: Another form of cognitive walkthrough that integrates user participation into the process of assessment of prototype design. As with cognitive walkthroughs, pluralistic walkthroughs simulate a user’s interaction process at each step of executing a task. Driven by the scenario, the user and design team check to see if task goals are being fulfilled, while noting memory, cognitive overload, and overall ease of use (Muller et al. 1998).
 
4
Raskin states, that to be humane, is to truly be “responsive to human needs and considerate of human frailties” (p. 7). HCID must grasp the relationship between context, cognition, and technology. Hence, a greater concern for humane technologies is argued from the position that an underpinning of epistemology should form the base of human–computer interaction design methodology for system design. This is because current software design still remains traditional, with outdated research models that do not give adequate attention to social context, human limitations, and the enhancement of human creativity and processes of learning.
 
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Metadaten
Titel
Enhancing human–computer interaction design education: teaching affordance design for emerging mobile devices
verfasst von
Anthony Faiola
Sorin Adam Matei
Publikationsdatum
01.08.2010
Verlag
Springer Netherlands
Erschienen in
International Journal of Technology and Design Education / Ausgabe 3/2010
Print ISSN: 0957-7572
Elektronische ISSN: 1573-1804
DOI
https://doi.org/10.1007/s10798-008-9082-4

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